The model's looking good as far as shape and the gun is pretty slick. I dig the way you did the tires, although they do look overinflated, mostly because the curve on them is extremely pronounced. The tread is nice though. I like the turret and shield as well, I think it's a good focal point to the vehicle and will be a…
Proportions and textures are looking much nicer and more refined, but his hands are pretty wonky looking, they're just looking like segmented cylinders atm. His fingers are far too long and I can imagine will look strange when rigged and posed. A more defined low poly hand like this would look way better. It gives you the…
WIP 2 Still grinding away on this! Happy with how it's coming along! Changelog: * Updated the coke bricks Model and Material * Updated the lighting * Updated the bed sheets Model and Created Material for it * Added Blockout of Chemical Drums in back instead of boxy small desk * Added wood layered material masking for…
I'm in my third year at AAU and I haven't had much beef other than the cost being silly, and that we must pay a lab fee for each course held in a computer lab. I'd rather opt out of that fee and be denied entrance to the non-classroom labs than pay for something I never use. It's what -- $400 per course? this semester…
@Maher: I would straighten the horizontal and vertical edges in your UVs. I'm a stickler for aligned UVs. It's not as big a deal if you're 3D painting, but it makes things 100x easier if you're just using a 2D app like Photoshop. (It looks like you're using Blender so if you press "w" in the UV/Image Editor it will open up…
picking up an old scene. (concept is somewhere in this sketchbook.) here's the basic material in UDK, just diff/spec/normal. Time to watch those Ryan Clark UDK youtube vids and find out what all this material blending stuff is about! Normal map made with Crazybump & Zbrush. Eager to figure out how to do a near-complete…
Great thread. Lots of good stuff in here. I'm a Maya user just starting to learn Max 2010. Looks like I'll invest the $50 in Switcher. That SteeringWheel is driving me mad. Just a couple of concerns after reading through the thread: I'm a big fan of snapping and the grid in Maya. What exactly are the limitations of…
thanks for the comments; bobo- cheers- I'll take another look at the proportions after the texture and give it a tweak askhat- hehe I'll grant you the eyes will probably need some tweaking but I like the big jaw- hehe I noticed most of your guys have small pointy chins though! shotgun- thank much appreciated man, I admit…
So I'm just going to do ridiculously general layouts for each of the ideas I have above. I also decided to throw out idea 1 because it's not original- it'd be copying existing material. So! Today I did some crappy Photoshop floor plans for the ship to ship map. It would require some awesome Kismet to make it work... but…
thats a big improvement. a few things still. you're heading in the right direction with the spec, sort of low contrast on skin, just slightly accentuate the shinier areas, just keep experimenting until it looks good. with the metal spec you want to have a bit more contrast, really brighten up the sharp areas and weathered…